Digibury: Sony Game developement process - Mark Linott
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Transcript of Digibury: Sony Game developement process - Mark Linott
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The Game Development Process
Mark Lintott May 2014
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Introduction
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Who am I?
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Game Dev Process 101
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PreProductionPrototype Production Submission
4 Phases of Game Development
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6 Months 6 Months
3 Months
8 Months
Pre ProductionPrototype Production Submission
Phase Timeline
Typical 2 Year Game Cycle
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Development GatesEach of the Phases have a 1 or more Gates
You pass each Gate before you move onto the next
Each Gate passed requires more investment*
Each Gate passed reduces project risk
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Development GatesPrototype
ConceptGreen Light
Pre-ProductionVertical Slice
ProductionFirst Publishable
SubmissionAlphaBetaGold Master
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Development GatesPrototype
ConceptGreen Light
Pre-ProductionVertical Slice
ProductionFirst Publishable
SubmissionAlphaBetaGold Master
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Prototype : Concept“Grow your idea”
Mostly paper basedMainly designersLots of iterationFail fast
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Fail FastYou will see making games costs a lot
Come up with many ideasEvaluate them quickly Accept or rejectIterate only if necessaryFail bad ideas fast
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Development GatesPrototype
ConceptGreen Light
Pre-ProductionVertical Slice
ProductionFirst Publishable
SubmissionAlphaBetaGold Master
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Prototype : Green Light“Sell the concept”
Animatics / Storyboard/ ArtElevator PitchEarly “Grey Box” demo
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Prototype : Green Light“Sell the concept”
Animatics / Storyboard/ ArtElevator PitchEarly “Grey Box” demo
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Animatics / Storyboards / Art
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Prototype : Green Light“Sell the concept”
Animatics / Storyboard/ ArtElevator PitchEarly “Grey Box” demo
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Elevator PitchIn the time span between
getting onto an elevator and getting off..
..You should be able to pitch anyone on the concept of your game.
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Prototype : Green Light“Sell the concept”
Animatics / Storyboard/ ArtElevator Pitch“Grey Box” demo
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Grey Box Demo
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Development GatesPrototype
ConceptGreen Light
Pre-ProductionVertical Slice
ProductionFirst Publishable
SubmissionAlpha Beta Gold Master
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Pre-Production : Vertical Slice“Prove you can make it”
An entire “vertical slice” through the gameDemonstrate every mechanic or featureProve the core game play works and is funProve you have tools and pipelines in placeProve you can make it to budget
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Development GatesPrototype
ConceptGreen Light
Pre-ProductionVertical Slice
ProductionFirst Publishable
SubmissionAlpha Beta Gold Master
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Production : First Publishable“Make a sellable thing”
From this point on you could stop production and sell
Risk is now negligibleA subset of levels that to release qualityMarketing can really sell your game
Demos, Magazine/Press coverage etc..
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Development GatesPrototype
ConceptGreen Light
Pre-ProductionVertical Slice
ProductionFirst Publishable
SubmissionAlpha BetaGold Master
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Submission : Alpha“End to end experience”
Must contain every level, feature, assetNot all polished, some areas might beLoads of bugs but you can play to the end1st Party QA fully involved
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QAQuality Assurance Team
Test builds dailyPlay through entire gameSubmit reports on Regress bugs that have been fixed
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Submission : Alpha“End to end experience”
Must contain every level, feature, assetNot all polished, some areas might beLoads of bugs but you can play to the end1st Party QA fully involvedLocalisation begins
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LocalisationAll games need to be localised for each
languageText, Audio, Images
At least EFIGS
Nearly 20 languages for PS4
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Development GatesPrototype
ConceptGreen Light
Pre-ProductionVertical Slice
ProductionFirst Publishable
SubmissionAlpha BetaGold Master
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Submission : Beta“The finished product”
Localisation completeAll assets polished to final qualityBugs should be minimal / non criticalMust be TRC compliant
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TRCTechnical Requirements Checklist
ExamplesNo loading in the main threadGame must exit cleanlyNo long periods of inactivityTrophies must be supportedDisc eject supported
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Development GatesPrototype
ConceptGreen Light
Pre-ProductionVertical Slice
ProductionFirst Publishable
SubmissionAlpha BetaGold Master
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Submission : Master“Ship it!”
Burn to final mediaSubmitted to Format QATRC complianceAll “A” class bugs fixedRemaining bugs waived of
fixed
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Who does what?
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Development TeamTypically split into 5 major areas
ArtAudioCodeDesignProduction
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ArtSeveral sub disciplines
EnvironmentCharacterAnimationVFX & LightingTechnical
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AudioTypical responsibilities
Capturing and synthesising effectsAdding audio effects and music to gameComposing music
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CodeThese are commonly separated into 2
flavours
ContentTechnology
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Code : ContentImplement gameplay and gameplay systems
Typical gameplay systems
AI & Path FindingPhysics
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Code : TechnicalImplement runtime and tools
RenderingResource managementExporters and convertersGame Editors
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DesignThese are separated into 2 flavours
Creative Designers
Technical Designers
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Design : Creative
Paper based designDefine gameplay in words and picturesOverall vision for the gameHow the levels and mechanics fit together
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Design : TechnicalGameplay implementationScriptingAdding gameplay to levelsTriggers, pickups, spawn pointsLevel balancing and fun factor
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ProductionThey make sure everything gets done
ScheduleCheck listsDependenciesBudgetsResource allocation
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What does it cost?
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Show me the money!Let’s consider a hypothetical 2 year console
game
We’ll work in Euros
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Art 1Design 2
Production 1
Art 25Audio 2Code 20Design 8
Production 8
Art 10Audio 4Code 10Design 1
Production 4
Art 25Audio 4Code 20Design 8
Production 10Outsourcing 40
Vertical SliceConcept 1st Publishable Alpha / Beta
Resource Allocation
Typical 2 Year Game Cycle
Art 2Code 2
Design 3Production 1
Green Light
Art 3Audio 2Code 4
Production 2
Master
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5
58
29
99
PreProductionPrototype Production Sub
Resource Timeline
Typical 2 Year Game Cycle
711
6 12 24180
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MMRMan Month Rate
Sometimes referred to as “Burn Rate”
Accounts for salary + running costs
Let’s say ~7500 euros per man per month
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100K euros
2.6m euros
430k euros
5.9 m euros
Vertical SliceConcept 1st Publishable Alpha / Beta
Development CostPer Gate
Typical 2 Year Game Cycle
160K euros
Green Light
83k euros
Master
MMR @ 7500 euros
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Grand Total …
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Grand TotalBest part of 10.0M euros
This is development cost
Advertising + other costs could be 2x this
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Break EvenSay total spend is 30M euros
Games retail at 60 euros
Need to sell 500,000 copies to “Break Even”
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What’s it really like?
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It’s like the Movie Industry!
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The reality…
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Games get “Canned”Projects often get “canned” or “axed”
Change in trends?Cost more to finish than they would make?
Not good for team morale
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CrunchPeople always change their mindsUltimately they want to create the best they
canThis results in work last minute changesThese result in the team having to stay out of
hours to get things doneSome games have very long crunch times
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CrunchThis normally never happens..
.. that much
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Demo Driven DevelopmentInvestors need to see visible progress
More progress makes less risk
Easy to get demo after demo
Intrusive and distracting
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Good Money?Average Developer Salary
Anywhere between 20k - 60K
Better off in banking!
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PerksEarly access to games
Work with creative talent
Launch parties
Get cool new toys and gadgets before anyone else!
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Work EnvironmentNormally very relaxed
No dress code
Very creative & fun
Lots of concept art
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Work EthicMost people love games more than money
People collaborate and work as teams
People stay late because they love what they do
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Closing wordsHopefully you’ve had a brief insight to the
process
It is a very fun, creative and challenging environment
You now know why games cost you so much!
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The EndThankyou
uk.linkedin.com/in/mrmarkie/
@rendertramp